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New Map Models - More?

by _Fanatic on 06/02/2004 12:43, 115 messages, last message: 01/25/2005 01:40, 51175 views, last view: 12/09/2021 06:35

I'm working on a new castle type map for Cube and I absolutely love the new map models, and the ability to add them via the menu too. They add so much atmosphere!

Whomever made them, can you make more plantlife models, and possibly some medieval type items, like wall torches, torches on a pole, wooden barrels, carts, etc.?

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#41: Re: @Fanatic

by e:n:i:g:m:a on 06/14/2004 02:59, refers to #38

Very nice plant, I've already got it in my new SP map, and I will be releasing it soon (I've got it packaged up and everything, I just need to get time to upload the new HTML and the ZIP file)

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#42: Re: @Fanatic

by dcp on 06/14/2004 03:33, refers to #41

do you have a pond/lake in your new map? then you probably want to check out the new one i've uploaded minutes ago... some reed for the lakeside fans... :-)

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#43: ..

by e:n:i:g:m:a on 06/14/2004 03:38

oooh, Very nice!

Unfortuantely, I don't have a lake :-( It's an egtyptian style map

You have said that you use milkshape for the models, but what program[s] do you make the textures for these mapmodels?

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#44: Bridge ideas

by _Fanatic on 06/14/2004 17:29

Hey dcp, can you make two new mapmodels to use as bridges?

How about something like your 2x2 model, but larger (8x8 and 1 unit tall).

I also could use something that could be used for a lip on the side of a bridge, like a 2 unit tall block, but at 1x1 so I can set a size to it for blocking/walking on.

I wanted to add some fancy bridges to that start section on my map, and a few other areas. :)

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#45: Re: Bridge ideas

by e:n:i:g:m:a on 06/14/2004 22:42, refers to #44

Yeah, good idea, could you make a 4x4 and 1 tall too, (for those thin catwalks...)

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#46: Re: Bridge ideas

by spentron-postcrash2 on 06/14/2004 23:28, refers to #45

I think the 4x4 would light a lot better than 8x8 and is a better width for a walk than 2. 6x6 might even be worth considering.

"I also could use something that could be used for a lip on the side of a bridge" ... I could see a 1.5, 2 or 1 cube high block where the collision has to think it's a half cube higher, but it doesn't look like that Also, something maybe with sloped edges/tilty or a octagon. I already mentioned something a couple of pixels smaller than a cube block, to avoid texture fighting, also you could have a stripe of pixels of floor sticking out the side from a cube underneath, with the collision acting like a flush side. The number of possibilities is a bit ridiculous, but whatever sounds like a good idea.

The jumppad models are really cool looking, I made non-standard use of them in Camera because I already had a pad indicator, they combine interestingly with our old friend the carrot, and my pads mostly jump horizontally anyway.

Incidently, with the new switches, a logical convention for use of the carrot would be for info messages, with switches for actual triggers.

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#47: Re: Bridge ideas

by _Fanatic on 06/14/2004 23:42, refers to #46

One reason I'd like an 8x8 is so the texture is fully used.

Right now, I have 16 of these 2x2 to form a large bridge, and the texture on each 2x2 block is exactly the same. With an 8x8 it would use that killer wood plank texture that Iikka did.

For the lip on the side, I think I'm stuck with a 1 cube sized model that is 2 blocks high, due to the restiction for setting a single radius (e.g. you can have a 2x6 model, but you can't define a 2x6 blocking area).

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#48: no 1x1cube

by dcp on 06/15/2004 01:10

a 1x1 (X x Z) and 2 (Y) cube units high model isn't possible. the minimum radius (afaik) is 1 and that means that the models smallest possible horizontal dimension is 2x2 cubes

expect the 4x4 and 8x8 soon... it's not that much work. the only problem for me is that milkshape is not 100% correct in displaying it's working grid when you need the exact .md2 dimensions... 1 cube is 16 grid units in milkshape but you'll probably notice a 1 pixel (average) gap between the models when you rely on ms3d grid size... :-( so there's a lot of microscopic finetuning nescessary...

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#49: 4x4 and 8x8

by dcp on 06/15/2004 02:21

ok the new models are up.

4x4x1 and 8x8x1

and the gap problem is solved. i checked it and everything looked fine.

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#50: Re: 4x4 and 8x8

by _Fanatic on 06/15/2004 03:31, refers to #49

Sweet, that worked perfectly.

It looks like a wood bridge over water now versus blocks of wood. :)

Wait till you see this map now!

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#51: ..

by _Fanatic on 06/15/2004 03:54

One last request, well two.

How about something like the forebowl, but so it looks like it's mounted to a wall? Like a wall torch.

And the last one, a wooden door handle for those two large wooden doors. Something like an iron or wooden type door handle, kinda oversized (those doors are about the size of a show off castle, everything is large and impressive, and chicks dig it).

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#52: ..

by e:n:i:g:m:a on 06/15/2004 04:19

> everything is large and impressive, and chicks dig it

lol :)

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#53: Re: Bridge ideas

by spentron-postcrash2 on 06/15/2004 06:21, refers to #47

Oh yeah about the texture, the 2x2 was kind of strange in that it expected to use 64x64 pixels of a 256 pixel texture, I would expect it to input a 64x64 texture for regular scaling, 128x128 for double resolution/halfsize, which would require a somewhat excessive 512x512 as it is.

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#54: ..

by e:n:i:g:m:a on 06/15/2004 06:41

You said that you couldn't make a 1x1x2 cube because the bounding box must be at least 1 (which is 2x2). But what about this: A 1x2 model that is 2 high too (1x2x2?) but set it up so that it sets between two cubes, and has a bounding box of 2x2x2?

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#55: Re: ..

by spentron-postcrash2 on 06/15/2004 09:00, refers to #54

That would be good only for stuff with spaces, or floors a half cube offset, in nonangled, aligned mode ... but it would be good at a 45 degree angle if the length was just a a bit shorter, ((2^.5)/1.5)*2, so it would just touch nonangled cubes ... or maybe better a model made for 45 degree angles, with 45 degree pointed ends.

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#56: Re: ..

by e:n:i:g:m:a on 06/15/2004 16:14, refers to #55

I'm thinking for raliings on bridges, etc. Because you can't have a 1x1 cube...

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#57: Re: ..

by spentron-postcrash2 on 06/15/2004 18:00, refers to #56

How about this: 2x2 or other cube, with an edge or edges built in you can ignore collision on, or a hollow in the middle. Alternate bridge styles or pieces. If arches, on the top edge.

Thing I was saying about the skin for 2x2, very few 256x256 textures repeat at increments of 64x64 or ideally work at both 64x64 and 64x32, of the top left only.

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#58: Re: ..

by dcp on 06/16/2004 01:07, refers to #57

>Thing I was saying about the skin for 2x2, very few 256x256 textures repeat at increments of 64x64 or ideally work at both 64x64 and 64x32, of the top left only<

problem is, one cube in the game occupies 32x32 pixels of the texture. to avoid texture stretching/zooming glitches, the model sized 2x2x1 cubes has to take 64x64x32 pixels from the skin. per default i set it to the top left corner. it's a 50/50 bet that the texture repeat will fit or not...

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#59: Re: ..

by spentron-postcrash2 on 06/16/2004 05:44, refers to #58

As the 64x64 is from 256x256, it's not anywhere close to a 50/50 bet, most 256x256 repeat at 256. It would be fine to use a 32x32 but it would have to tile on the model, as it is it will use 8x8 of the 32x32. All this can be fixed through custom images but it would be easier if the thing just started with expecting 64x64, no idea how that's done. Also if you actually want double resolution you have to use a 512x512 skin which begins to accumulate some serious memory usage, I think it's still the max. in games.

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#60: ..

by e:n:i:g:m:a on 06/16/2004 15:13

Ahh, this is way over my head now...

I just suggested the 2x1x2 model so that you could have 1 cube wide raliing on bridges 'n stuff without having any MAJOR bounding box problems for fanatic (you would set the model on top of the bridge).

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